Gemwarden (5e Class)
Gemwarden[edit]
... ...
The Gemwarden[edit]
The Gemwarden is a caster with no spells meant to harness raw energy at their foes (or friends, who knows).
Creating a Gemwarden[edit]
- Quick Build
You can make a Gemwarden quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity or Constitution. Second, choose the Sage or Noble background. Third, choose Amethyst, Topaz, Leather armor and a Dagger, and the Quartz
Class Features
As a Gemwarden you gain the following class features.
- Hit Points
Hit Dice: 1d5 per Gemwarden level
Hit Points at 1st Level: 5 + Constitution modifier
Hit Points at Higher Levels: 1d5 (or 3) + Constitution modifier per Gemwarden level after 1st
- Proficiencies
Armor: Light armor
Weapons: Daggers, Short Swords, Quarterstaves
Tools: Jeweler's Kit
Saving Throws: Wisdom, Dexterity
Skills: Perception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 1 Carat Jade or (b) 1 Carat Amethyst
- (a) 1 Carat Opal or (b) 1 Carat Topaz
- (a) Leather armor and a dagger or (b) A shortsword or (c) A quarterstaff
- (a) A Jewler's kit or (b) 1 Carat Quartz
- If you are using starting wealth, you have 12d8 + 14 in funds.
Level | Proficiency Bonus |
Gem slots | Features | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
1st | +2 | 1 | Gemcaster, Gemstone Synthesis I | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | 2 | — | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | 2 | Impromptu Bonding, Archethype | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | 3 | Ability Score Improvement | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | 3 | — | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | 3 | Synergetic Gems | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | 4 | — | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | 4 | Ability Score Improvement, Gemstone Synthesis II | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | 4 | — | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | 4 | — | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | 5 | — | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | 5 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | 5 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | 5 | Gemstone Synthesis III | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | 5 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | 6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | 6 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | 6 | — | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | 6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | 7 | — | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Charges[edit]
1 - 1 - 1
2 - 3 - 1d4
3 - 7 - 2d4
4 - 13 - 3d6
5 - 21 - 4d6
6 - 29 - 5d8
7 - 39 - 6d8
8 - 51 - 7d10
9 - 63 - 8d10
Gem HP:
Tier² × Size(Oz.)² + 1
Archetypes[edit]
At level 3, you chose an archetype. Choose between Fusionist, Gem-blade, or Soulstone all detailed at the end of the class description. Your choice grants you features at the 3rd level and again at 8th, 13th, and 18th
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Gemcaster[edit]
You can harness raw energy through gems tuning it into certain patterns. On your turn you can activate 1 gemstone using
Gem Chart[edit]
- Example
T1:
1 - Effect
2 - Effect
3 - Effect
+: (1-3): Effect, (4+): Effect
Range:
T2:
1 - Effect
2 - Effect
3 - Effect
4 - Effect
+: (1-4): Effect, (5+): Effect
Range:
T3:
1 - Effect
2 - Effect
3 - Effect
4 - Effect
6 - Effect
+: (1-5): Effect, (6+): Effect
Range:
- Jade
- Opal
- Pearl
- Topaz
- Ruby
- Amethyst
- Quartz
- Sapphire
Fusionist[edit]
Through the power of magic (and superglue) you can fuse multiple gems into one.
- Fuse
You have 1 fusion slot (this increases the level after your gemslot does, 2 at 5, 3 at 8, etc.). You can select 2 gemstones and spend 1 hour (can be during a short or long rest) to fuse them into one. You can only fuse a number of gems equal to your fusion slots, out of each fused pair only 1 gem is counted for gem slots. All gem synergies must occur in a fused set (For example if you had fused a quartz and a ruby you couldn't treat a jade as valid for a synergy with the quartz and ruby). You can break a bond over 30 minutes during a rest. When you activate 1 bonded gem you can activate the lowest activation tier of the other gem, if you have enough charges left over.
- Improved sealant (Probably Sovereign Glue)
Well you somehow made the magic bond more powerful, now your gems can be sealed in trios or pairs. Mechanically identical to as before. Trios take 2 fusion slots.
- Okay This has to be Sovereign Glue
You can use 3 Fusion slots to seal 4 gems together. This process takes 2 hours but can be interrupted
Gem-Blade[edit]
All the combat synergies, stab, stab, & stab some more s'mores.
- Jade Blades
Tier 1 Jade now makes a Shortsword instead of a Dagger Tier 2 Jade now makes a Rapier or Longsword instead of a Shortsword Tier 3 Jade now makes any Melee Martial Weapon instead of a Longsword
- Ruby Rage
<!-Class feature game rule information->
- True Synergy
<!-Class feature game rule information->
Where is my Spell List?[edit]
You don't have one, sorry.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Gemwarden class, you must meet these prerequisites: Wis 14, Dex 11
Proficiencies. When you multiclass into the Gemwarden class, you gain the following proficiencies: The Jeweler's Kit, Perception
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